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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Rear Admiral
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TMO and realsim
Comparisons between TMO and other large mods have, and will continue to come up. Often, there is alot of misconception about what exactly TMO is, or is trying to be. So here is a page out of TMO's user manual (still a work in progress). Hopefully this will make the mods position clear for future comparisons.
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#2 |
Lieutenant
![]() Join Date: May 2009
Location: Romania
Posts: 259
Downloads: 94
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10x Ducimus I was searching for something like this, once TMO gets it's final release (I heard it will be released soon) I'll get right on it, along with RSRDC
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#3 | |
The Old Man
![]() Join Date: Apr 2008
Location: Denver, CO
Posts: 1,529
Downloads: 334
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#4 | |
Lucky Jack
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#5 | |
Captain
![]() Join Date: Jan 2002
Location: Costa Rica
Posts: 527
Downloads: 145
Uploads: 0
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the Mod evolves, next mayor release will be TMO 2.0 but why wait?
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Pacific Thunder Campaing VIII-Retired www.subsowespac.org "Left on their own, engineers can be dangerous" |
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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We've had many conversations about this, but I always like to chime in. The notion of controlling player actions and, well, feelings, is really important to realism, IMHO.
If a given realism setting results in the players using unrealistic behavior, the end result is not realistic. Real skippers had healthy fears of enemy ASW assets. The detection %s, even AI behaviors could be (someday) coded to 100% perfection, and the end result might well be entirely unrealistic, regardless, due to player foreknowledge and behavior. We all know, for example, that the IJN set their DCs too shallow, and many of us know how deep into the bargain. If we could set them right, I'm not sure I would do it, and I'd likely not do it exactly. Why? Because players would know that they could simply park at a given depth based on the year and be immune from attack. Real skippers took a while to realize that the settings were wrong, but regardless, their LIVES were at stake, so they'd never depend on it in case they get thrown a curve ball. |
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#7 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
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Why would anybody worry if a game, is 100% realistic. Afterall, we stare at a screen that is 2D, and when seas are rough, unless you have buckets of water splashing over you, with force behind them, it's not very realistic.
If folks want real, join the Navy, and volunteer for sub duty. So remember that all TMO is; is an enhancement that will challenge you to do things differently than an arcade shoot 'em up. And hopefully keep you coming back to the game without tiring of it. It's my mod of choice, since the old 1.4 or 1.5 version. The one before the U-Boat add-on came out. It's a fun mod, and is rather flexible. The newbies can adjust difficulty settings so the learning curve isn't as difficult. After all everybody needs to go through a training phase. It lets you learn while still being forgiving. And as you get a grip on things, you can rachet it up a notch. Just my .02 cents.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#8 |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
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I think the realism comes not so much from what you see and hear, but in the way it makes you think and act within the game. It's not a matter of a Star Trek holodeck type realism, it's an internal, mental realism.
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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#9 |
Rear Admiral
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TMO is harder, but let's be serious..We can still sink hundred times more than they actually did. We are a long way from a totally realistic game, even with contacts and cams off playing 100% we are killers compared to reality.
The main problem is the traffic layers. Where RSRD reworked many, they lack two points. We can outrun anything, even 95% of the TF go between 14 and 17kts, easy to do end arounds. In reality they would be going much faster and you had better be in front for a chance to cut off. When we attack the ships usually slow down..even TF. They may zig some, but in reality capital ships would take off at best speed. We lack real zig patterns making it hard to track. The small zig patterns do little. Tracking isn't effected, just harder to set up a shot. So I would love to see much faster TF and convoys with a much better zig pattern. All TF should be able to outrun your sub. |
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#10 |
Captain
![]() Join Date: Mar 2008
Posts: 547
Downloads: 279
Uploads: 0
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Personally, I like TMO 1.9.
I had been playing TMO 1.4 for so long, I wanted another challenge and this is it. The only thing I do not like about it is, I have spent up to 3 weeks at sea with little (fishing boats, Sanpans, and Junks) contacts. But I also realize that this sometimes happens. Overall, I have not been disappointed and look forward to another version as soon as the Modders have finished taking a well deserved break. ![]() Break'em out and pass them around! This round is on me. |
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#11 |
Lieutenant
![]() Join Date: May 2009
Location: Romania
Posts: 259
Downloads: 94
Uploads: 0
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I've last played TMO a long time ago, last year, and I'm currently waiting for the 2.0 TMO final release (Ducimus said so). Could we get an ETA on that ? like a month.. 2 weeks ?
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#12 | |
Watch Officer
![]() Join Date: Mar 2010
Location: Yuba/Sutter, CA
Posts: 347
Downloads: 171
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tmo |
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